#version 410 core uniform float fGlobalTime; // in seconds uniform vec2 v2Resolution; // viewport resolution (in pixels) uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients uniform sampler1D texFFTIntegrated; // this is continually increasing uniform sampler2D texChecker; uniform sampler2D texNoise; uniform sampler2D texTex1; uniform sampler2D texTex2; uniform sampler2D texTex3; uniform sampler2D texTex4; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything vec2 moda(vec2 p, float per) { float angle = atan(p.y,p.x); float l = length(p); angle = mod(angle-per/2., per)-per/2.; return vec2 (cos(angle), sin(angle))*l; } vec2 rot (vec2 p, float angle) { float c = cos(angle); float s = sin(angle); return mat2(c,-s,s,c)*p; } float sphe (vec3 p, float r) {return length(p)-r;} float box (vec3 p, vec3 c) {return length(max(abs(p)-c,0.));} float SDF (vec3 p) { float per = 1.1; p.xz = moda(p.xz, 2.*3.14/5.); p.x -= 13.; p.z = mod(p.z-per/2., per)-per/2.; p.yz = rot(p.yz, fGlobalTime); p.xz = rot(p.xz, sin(fGlobalTime)); //p.y += .8; return max (-sphe(p, 0.4), box(p, vec3(0.3))); } vec3 norms (vec3 p) { vec2 eps = vec2 (0.01,0.0); return normalize(vec3(SDF(p+eps.xyy)-SDF(p-eps.xyy), SDF(p+eps.yxy)-SDF(p-eps.yxy), SDF(p+eps.yyx)-SDF(p-eps.yyx) ) ); } float lighting (vec3 n, vec3 l) { return dot(n,l)*0.5+0.5; } void main(void) { vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); vec3 p = vec3 (0.01,0.01,-6.); vec3 dir = normalize(vec3(uv*0.7, 1.)); float shad = 0.; vec3 color = vec3(0.); vec3 light = vec3 (3.,1.,-3.); for (int i = 0; i< 100; i++) { float d = SDF(p); if (d<0.01) { vec3 norm = norms(p); color = vec3 (lighting(norm, light))*vec3(0.4,0.4,0.1); break; } d *= 0.7; p += d*dir; } out_color = vec4(color,1.); }